The first stage of grief is denial. One day you will understand, when you get tired of sitting there watching people survive your fsmashes at 120%, and people surviving your off stage fairs at 140+. Take into consideration all of the moves lucina can not kill with that can kill because of Marth's tipper, and all of the moves that he would not kill with if there is no tipper,that lucina.....still can't kill with. I mean, if you want to believe that Lucina is viable then more power to you, but Marth isn't even considered viable in his current form when he can get kills at 50% from a good read by most top players.
Depends what you mean by "viable", but I've been placing fairly well with her in NYC tournaments, where the average skill level is quite high and top players are some of the best in the world. I regularly get top 16, and got 9th/70 on Sunday (admittedly during Big House). And I wouldn't say I'm anywhere near Lucina's skill ceiling. So what does that say about her "viability"?
Nobody's surviving an fsmash at 120% - even Marth sourspots would kill at that point. I do envy Marth's offstage fairs though.
Look at Ally, one of the best players in the world. He got bodied the last time he went Marth against someone that is around his skill level. I am friends with Mike Kirby and I have seen him beat Mr E who is infamous for being an amazing if not one of the best Marths in a grand finals set with his Kirby. Don't get me wrong, Mike is freaking amazing, but kirby has so many flaws it isn;t funny and he has to WORK harder than I have ever seen anyone work to get kills.
I've played Mike Kirby several times. I actually consider it a good matchup for Marth/Lucina but Mike knows it VERY well and plays it almost perfectly, so it's no surprise that he could beat Mr. E. I also played Mr. E in friendlies (my Lucina vs. his Marth) and went pretty close to even - I actually 2-stocked him the first game. Granted, it's friendlies, but it should help show that Lucina has only a slight disadvantage compared to Marth.
I was kind of just comparing the kill power. Obviously sheik's fair is really good, but Lucina's Fair has exactly the same base knock back, with even less knockback growth than a move that is basically designed for combos and not to kill, yet it can't combo. A clip I have saved and will be using for the project that was mentioned in the original post is me edge guarding a lucas with all of my aerials off stage when he was over 120% and not dying. He literally came back to the stage 4 times before I was able to kill him with an fsmash because he was bad and didn't know how to recover safely. Marth's fair on the other hand does have kill potential if you tipper, and more combo potential if you don't. Ftilt is in the same boat when you compare them across Marth and Lucina. Ftilt on Marth isn't going to kill if you don't tip, but if you do it will. Lucinas ftilt isn't going to kill, basically ever. The consistency of the blade just leaves Lucina in a crappy dead zone between the utility of marth's non tippered moves and the kill power of his tippered moves, so it becomes a game of poking away and resetting to neutral 6 or 7 times until you have enough damage wracked up to kill.
It is just the way things work, in concept they should even out, like people who are optimistic about Lucina want to think, but they simply don't. Sakurais design is flawed. The damage consistency isn't enough to warrant losing out on the tipper and utility that non tippered moves add if you know what you are doing. The only real situation you can argue it being better is up smash since that move is actually pretty decent when it comes to doing its job.
Yeah I'm jealous of Marth's ftilt and fair, even more than fsmash - I consider those moves pretty much strictly superior, while Lucina's fsmash will kill when Marth's can't fairly often. I have killed with Lucina's ftilt (also utilt) but they have to be at quite high percent.
You are exactly the kind of person whom I was describing. You didn't take into any account here Marth's superior range, safer attacks (both tipper and non-tipper), better combo game, and better everything. Period. If you are in a position as Marth where you can punish but not tipper it is better to go for jabs or grabs to set-up follow-ups so that you can tipper. The Falchions have decent set-up options out of these and as Marth, if you are actually good at spacing, can get some pretty great rewards out of it.
There's also a lot of the really neat set-ups and combos Marth get's out of his un-tipped attacks. They also work longer than any of Lucina's because of the lower KBG on them. Marth's un-tipped falling up-air can combo into tipper forward smash for a range of about 30% against most characters, and starts killing in the middle of it at the edge. Without DI, Rosalina dies to this at 35% on Battlefield.
Also, baiting into tippers with jab 1 is super easy. Since tipper jab pops them up, ff they Di in you can time and space almost anything for a tipper and if they DI away they'll get out-spaced. Marth's tippered n-air functions as a pretty efficient kill move at around 90%. When un-tipped Marth's jab knocks them away a little bit and forces a tech chase scenario. Lucina's does too, but if you read your opponents tech option then you can space the tipper.
Marth has the tipper that helps him function in neutral, and when he isn't tipping he has strong set-up prowess that when combined with a read can end stocks. Apart from jab 1 set-ups, Lucina doesn't have these great set-up tools for KO-ing that Marth does. She can force tech-chases, but for properly reading she won't be rewarded as hard as Marth.
Not even when it comes to close range punishes can Lucina truly be called better. In what way is it advantageous to play this character competitively?
Okay, a few things. First, I literally said that Marth has "only a slight advantage". That's it. That's all I'm defending. I did not, and will not now, claim that Lucina is competitively advantageous compared to Marth. Just that she's not much worse, and she's viable if he is.
Second, I haven't really seen Marth's allegedly superior combo game bear out in actual play. When I play Marths we're basically just doing the same **** to each other - swiping away at max range or running in for DB/grabs (where tipper is irrelevant). Maybe that's because that's how the Lucina-Marth matchup goes, it might come up more against other characters. But since Marths are always trying to do optimal play with perfect spacing, it wouldn't really come up that often anyway right?
Third, with Lucina, jab1-fsmash only works against bad players. Any good player will DI away and jump out of range if I wait long enough to bring out fsmash. Can Marth regularly get tippered fsmashes against good players out of jab1? That would be a major advantage for sure. But if it only works against bad players, who cares.
Finally, my understanding of the range difference is that it's negligible, basically just a couple pixels. Sure, it's nice, but not more than a slight advantage.
For the record - I have no particular attachment to Lucina as a character outside of Smash. I started maining her before I played Awakening, and she didn't really stick out that much to me in FE anyway. I've tried switching to Marth several times, and I always find him kind of annoying and uncomfortable to play. So I prefer Lucina because she feels better and more fun to me in Smash. If she were so bad that I couldn't compete successfully with her, I would probably stop competing or switch mains. But that hasn't been my experience.